[XP] Transition Pack v1.11

Started by Fantasist, July 24, 2008, 12:45:52 pm

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ForeverZer0

I made a few transitions for this but never bothered posting them. I think I made something like that....
I'll look. If not, it can likely be made in under 5 minutes.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

MikePjr

Awesome!
I stink at scripting.
Does anyone think it would be alright to re-post this script else where?..
It's an awesome script, very useful.

ForeverZer0

Not sure, you would have to ask Fantasist, and as stated above, he is MIA.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

MikePjr

I suppose if he is given full credit it should be alright.
If hes gone, i doubt he would be too upset, plus i looked through the script, i don't see anything about it being not to be re-posted anywhere else..
And if i re-post it in more places, we could end up with more transitions ^_^

Fantasist

December 09, 2010, 07:28:43 am #84 Last Edit: December 09, 2010, 08:07:03 am by Fantasist
OK. Time to update this script and fix the bugs. Coming in the next update v1.11 :

- Ability to use transitions when switching maps.
- Fixed the encrypted RGSSAD issue.
- Battle, Shop, Save, Menu and Name scenes use effects when called using event commands. Each effect can be preset.
- Ability to use random effects.

EDIT: Updated :D
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Sacred Nym

Quote from: Fantasist on December 09, 2010, 07:28:43 am
OK. Time to update this script and fix the bugs. Coming in the next update v1.11 :

- Ability to use transitions when switching maps.
- Fixed the encrypted RGSSAD issue.
- Battle, Shop, Save, Menu and Name scenes use effects when called using event commands. Each effect can be preset.
- Ability to use random effects.

EDIT: Updated :D


Sweet! Except I'm getting an an error.

Line 216
Undefined method or local variable 'path'

Happens whenever I do anything that would call a transition.
Quote昨日の自分に「さようなら」
Say "Goodbye" to who you were yesterday.

Fantasist

December 11, 2010, 06:23:25 am #86 Last Edit: December 11, 2010, 06:57:28 am by Fantasist
Ah, stupid mistake >.<
I deleted the actual lines of code instead of deleting the debug code (p path). Will update in a few minutes with the fixed version and a more descriptive demo.

EDIT: Fixed script and demo.
Do you like ambient/electronic music? Then you should promote a talented artist! Help out here. (I'm serious. Just listen to his work at least!)


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Sacred Nym

Now it's working great! Level up!
Quote昨日の自分に「さようなら」
Say "Goodbye" to who you were yesterday.

daggeris

Hi. after long time i back to RpgMakerXp. i find this awesome script. But when i edit something in script, after transition effect automatically open menu.

$scene = Transition.new(Scene_Map.new)
$game_temp.transition_type += 1
$game_temp.transition_type %= 10

How fix it? I use RPGXP 1.04
Script work correct only , when i copy from demo. If i enter manually, after effect open menu.
Sorry for my English.

KK20

April 02, 2018, 03:50:03 pm #89 Last Edit: April 02, 2018, 03:53:21 pm by KK20
As the script instructions say, you use the command
$scene = Transition.new(Scene_Something.new)

The problem though is that the script box is too small to fit some Scene classes all on one line. So you saw this:

$scene = Transition.new
(Scene_Map.new)

You should do it like this

$scene = Transition.new(
Scene_Map.new)


FYI, if you fail to put something in the Transition.new, it defaults to Scene_Menu, as seen in the code itself:

  #--------------------------------------------------------------------------
  # * Initialize
  #     next_scene : Instance of the scene to transition into
  #           type : Transition type
  #          *args : Arguments for specified transition type
  #--------------------------------------------------------------------------
  def initialize(next_scene=Scene_Menu.new, type=nil, *args)
    @next_scene = next_scene
    @args = args
    # If transition type is specified, use it.
    # Otherwise, use default.
    @type = type.nil? ? $game_temp.transition_type : type
  end





   


   
   


   
   

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